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A STRATEGY GAME OF AMERICA S NATIONAL PASTIME 

















LIMITED WARRANTY 


Strategic Simulations, Inc. (“SSI”) warrants that the diskette on which 
the enclosed program is recorded will be free from defects in materials 
and workmanship for a period of 30 days from the date of purchase. If 
within 30 days of purchase the diskette proves defective in anyway, you 
may return it to Strategic Simulations, Inc., 883 Stierlin Road, Building 
A-200, Mountain View, CA 94043-1983 and SSI will replace it free of 
charge. In addition, if the diskette proves defective at any time after the 
first 30 days, return the diskette to SSI and SSI will replace it for 
a charge of $10.00. Please allow about four weeks for delivery. 

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH 
RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE DISK¬ 
ETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR 
QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR 
ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD 
“AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORM¬ 
ANCE IS WITH THE BUYER IN NO EVENT WILL SSI BE LIABLE FOR 
DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES 
RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN 
IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 
(SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF 
IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CON¬ 
SEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION 
MAY NOT APPLY TO YOU.) 

The enclosed software program and this Rule Book are copyrighted. All 
rights are reserved. This Rule Book may not be copied, photographed, 
reproduced, or translated or reduced to any electrical medium or 
machine-readable form, in whole or in part without prior written 
consent from SSI. The program accompanying this Rule Book may be 
copied, by the original purchaser only, as necessary for use on the 
computer for which it was purchased. 


© 1981 by Strategic Simulations, Inc. 
All Rights Reserved. 


TABLE OF CONTENTS 


INTRODUCTION.l 

Parts Inventory.1 

Loading the Game .1 

Saving a Game (Part I) .2 

STARTING A GAME.2 

PLAYING A GAME.2 

The Display.3 

DEFENSE ACTIONS .3 

Infield Positions.3 

Outfield Positions.4 

Holding Base Runners.4 

Pitching Changes and Status Checks . 4 

Defensive Substitution.5 

Saving a Game (Part II).5 

Pitching to the Batter.5 

OFFENSE ACTIONS .5 

Base Running.5 


Pinch Hitters and Pinch Runners.6 

Hit, Hit and Run, and Bunt.6 

Actions Common to 

Offense and Defense.6 

SOLITAIRE PLAY.6 

INJURIES AND 

PLAYER EJECTIONS .6 

ENTERING AND REVISING 
TEAM DATA . 7 

Fielding Rating.7 

Pitchers Batting Rating .7 

Running Rating. 8 

MODEL DESIGN.8 

Pitcher Effectiveness . 8 

Batter Effectiveness . 8 

Effects of Managers' Decisions . 8 

DESIGNER’S NOTES.8 


NOTE: The rales of baseball apply in all cases unless otherwise specified. 


INTRODUCTION 

Baseball is a game of both strategy and 
statistics. Opposing managers manipulate 
pinch hitters, infield positions, relief pitchers 
and base runners, trying to obtain that small 
statistical edge which can mean the differ¬ 
ence between victory and defeat. COMPUTER 
BASEBALL™ allows you to manage some of 
baseball’s greatest teams, and make those 
key managerial decisions yourself This game 
is a realistic simulation of Major League 
baseball, incorporating numerous statistical 
parameters to determine the outcome of 
every play. 

This manual explains how to play the 
game using any of the 28 teams provided, 
as well as how to enter data for new teams. 
If you are reasonably knowledgeable about 
baseball and about your computer, you can 
get started playing the game almost 
immediately by reading the sections on 
STARTING A GAME and THE DISPLAY, and 
referring to the players’ aid cards to see 
what options are available to you on offense 
and defense. You can then come back later 
and read more about the details of the 
various actions, or about how to enter or 


revise team data. Available for use on the 
game disk are 28 Major League teams from 
the past. These teams are described in the 
separate Famous World Series Matchups 
manual. 

PARTS INVENTORY 

A. Game Box 

B. Rule Book 

C. 5 l A" Game Disk 

D. Two Players’ Aid Cards 

E. Famous World Series Matchups Manual 

LOADING THE GAME 

APPLE (DOS 3.2 or DOS 3.3): Boot your 
game disk and the game will begin auto¬ 
matically. If you are using an Apple II with 
PASCAL, you must use your BASICS disk. If 
you are using an APPLE III, you must first 
go into APPLE II Emulation Mode. 

AIARI (DOS 2.OS): Boot your disk and 
the game will begin automatically. 

COMMODORE 64: Turn on your com¬ 
puter and disk drive and insert the game disk 
in your drive. Type LOAD 8 (RETURN). 
When the program is loaded, type RUN 
(RETURN). 


1 



































SAVING A GAME (PART I) 

During play if you choose to save the 
game, you will need an additional disk to 
store the data. Once the game is saved, you 
will be able to restart it from the point at 
which you stopped. 

APPLE: The disk must be initialized for 
SSI use by following the instructions 
included in the program. 

ATARI: The disk must be formatted for 
use by following the instructions included in 
the DOS Reference Manual. 

COMMODORE 64: The disk must be 
initialized for use. 

STARTING A GAME 

When you boot the COMPUTER BASE¬ 
BALL game disk, you will be given the op¬ 
tions of 1) playing a game against the com¬ 
puter, 2) playing a 2-player game, 3) entering 
data for a new team, 4) reviewing or editing 
data in an existing team data file, or 5) demo 
game. Selecting either of the first two options 
will lead directly to playing a game, while 
options 3 and 4 allow you to return to this 
same 5-option menu after you are finished 
working with the team data file. The proce¬ 
dures available under options 3 and 4 are 
described in the section on Entering and 
Revising Team Data. 

Select either of the game-playing op¬ 
tions, 1 or 2, and you will be asked whether 
you want to play a new game or continue a 
game which had been saved previously. To 
replay a saved game, the only additional 
information needed is the file name under 
which the game was saved. (APPLE only: 
You will need to indicate also whether you 
want to use keyboard or paddles to input 
offense and defense actions to the computer.) 

When playing a new game, you will be 
provided a menu for selecting the name of 
the visiting team and the name of the home 
team. Data for these teams will be read in 
from data files stored either on the game disk 
or on a separate team data disk. Next indi¬ 
cate whether or not you want to use desig¬ 
nated hitters to bat for the pitchers. Managers 
now will be prompted to enter their starting 
line-ups in the following sequence: home 
team pitcher, visiting team pitcher, home 
team batting order, and visiting team batting 
order. This allows each manager to know 
what pitcher his team will be facing when 
he is selecting the rest of his line-up. 

Just before selecting the starting pitchers, 
you will be asked if you wish to enter “days 


since last pitched” data for each pitcher. If 
you answer (Y)es, then you will be prompted 
to enter, for each pitcher, the number of days 
since he last pitched (yesterday = 1, etc.), 
and the number of innings pitched that day 
(rounded to a whole number). Pitchers 
considered to be not fully rested will subse¬ 
quently have their names printed inversely 
(black on white) in lists of available pitchers, 
to remind you that these pitchers will not be 
as effective as normal if called upon to pitch. 
The formula used for determining whether a 
pitcher is rested is described in the section 
on Pitcher Effectiveness. 

Entering your starting line-up consists 
of identifying the player and pressing 
RETURN, and then entering his position and 
RETURN for the nine spots in your batting 
order. (On the APPLE, the player number 
and position, separated by a comma, may 
be entered at the same time.) Each player is 
identified by a roster number (1 to 25), and 
positions are specified using the following 
abbreviations: 

P Pitcher (C-64: PI) 

C Catcher (C-64: CA) 

IB First Base 
2B Second Base 
3B Third Base 
SS Shortstop 

A player entered without a fielding position 
will automatically be assigned the first 
defensive position listed. 

As each player is entered in the line-up, 
his roster number on the screen will be 
replaced by his sequence number in the 
batting order, printed black on white. When 
all nine players have been entered, you will 
be shown your indicated batting order and 
asked to OK it. The computer then will check 
to see that there are no errors (e.g., two 
players playing the same position) before 
proceeding. 

Pitchers may not be used in any posi¬ 
tion other than pitcher, and non-pitchers 
cannot be used as a pitcher. 

PLAYING A GAME 

COMPUTER BASEBALL is played in the 
same manner as real baseball. As each bat¬ 
ter comes to bat, the defensive manager can 
exercise a variety of options, such as re¬ 
positioning his infield, holding runners more 
closely, or trying to pitch around the batter. 
Likewise the offensive manager can choose 
among several possible options, such as 


LF Left Field 
CF Center Field 
RF Right Field 
DH Designated Hitter 
PH Pinch Hitter 


2 


bunt, steal, hit and run, or sending up a 
pinch hitter. Once the offensive manager 
has indicated his batting strategy, the ball is 
pitched and the results of whatever play 
occurs are shown on the display. 

THE DISPLAY 

Displayed on the screen while a game 
is in progress are a scoreboard, batter and 
pitcher status information, and a representa¬ 
tion of the playing field. The bottom line on 
the screen is used to solicit inputs on actions 
to be taken and to describe the results of 
each play. 

The scoreboard display shows a standard 
inning-by-inning run history and a cumulative 
total of runs, hits and errors. The scoreboard 
only shows nine innings, so in extra inning 
games the first nine-inning history will be 
erased and the next nine innings will be dis¬ 
played. The inning numbers at the top of the 
scoreboard will not be changed, however. 

Below the scoreboard and to the left of 
the field, selected batter and pitcher data 
are presented. The current batter (with his 
batting average), and the next scheduled bat¬ 
ter are listed, along with the current pitcher. 
The names of any pitchers currently warm¬ 
ing up in either bull pen are also shown. A 
'+’ symbol will be printed in front of the 
name of any pitcher who has been warming 
up long enough to be fully ready to come 
into the game. 

The playing field display provides a 
visual indication of the positions of the de¬ 
fensive players, whether the pitcher and the 
batter are right or left handed, and the base 
running abilities of any runners on base. 
A partial animation of the action on the field 
is also displayed. Each pitcher-batter inter¬ 
action is represented on the display by a 
single pitch. The result of that interaction is 
then represented graphically on the field, 
and described verbally at the bottom of the 
screen. A batted ball is represented by the 
ball moving to a point on the field where it 
will be played by a fielder (except for home 
runs!). On base hits, the ball is simply re¬ 
turned to the mound. The ball may be thrown 
to one or more bases, if necessary, on outs. 
The movement of runners and fielders are 
not shown. 

The offense and defense action inputs 
for the visiting team will appear on the lower 
left of the display, and those for the home 
team on the lower right. Plays are selected 
by typing the two letter command, followed 
by ‘RETURN’. 


(APPLE only: Selecting a play in the 
paddle mode is done by turning the knob 
until the desired action is displayed on the 
screen and then pushing the button.) 

DEFENSE ACTIONS 

The defensive manager has several dif¬ 
ferent types of actions available, namely: 
1) setting the infield position, 2) setting the 
outfield position, 3) indicating how close to 
hold base runners, 4) making pitching 
changes, 5) making a defensive substitution, 
6) saving the current game status, and 7) 
indicating how to pitch to the batter. Deci¬ 
sions by the defensive manager are made 
before those of the offensive manager, and 
are terminated by selection of one of the 
three possible ways to pitch to the batter. If, 
however, the offensive manager inserts a 
pinch hitter or a pinch runner, then the 
defensive manager’s decision-making phase 
is repeated. 

Each of the defense actions will now be 
described. For easy reference, these are listed 
on one side of the Player’s Aid Card, with 
the offense actions on the opposite side. 

INFIELD POSITIONS 

There are 5 different ways you can have 
your infield play: 1) normal, 2) double play 
depth, 3) guarding the lines, 4) in at the comers, 
and 5) in all around. Whatever option is selected 
will remain in effect until changed or until there 
are three outs. 

Normal Infield (NI) usually is used when¬ 
ever the bases are empty, there are two outs, 
or there is a runner on second only. It also may 
be used with less than two outs and a runner 
on third, if preventing the batter from getting a 
hit is more important than keeping the runner 
on third from scoring. NI is automatically se¬ 
lected at the start of each half-inning. 

Double Play (DP) depth is where the 
secondbaseman and shortstop play slightly in 
and closer to second base. It increases the 
chances of making a double play with a runner 
on first, at the cost of increasing the chance of a 
ground ball going through the infield for a sin¬ 
gle. It normally is employed with a runner on 
first and less than two outs. 

Guarding the Lines (GL) consists of mov¬ 
ing the firstbaseman and the thirdbaseman 
closer to the foul line to guard against extra¬ 
base hits down the line. It is often employed 
late in a close game to decrease the likelihood 
of a double or triple, at the expense of a 


3 


somewhat greater increase in the likelihood of 
a ground ball single. The secondbaseman and 
shortstop will automatically play at double 
play depth if first base is occupied. 

In at the Comers (IC) causes the firstbase- 
man and thirdbaseman to play in closer to 
home, and the secondbaseman and shortstop 
to play at double play depth. It is used to guard 
against bunts, and to improve the chances of a 
play at home with a runner on third. The price 
you pay is a significant increase in the chance 
of a ball hit to first or third going for a single. 
The secondbaseman and shortstop will try for 
a double play if there are runners on both first 
and third and less than two out. 

Infield In (IN) is called when you want to 
try and make a play on a runner attempting to 
score from third on an infield ground ball. It 
has a better chance to succeed if the bases are 
loaded and there is a force play at home, than 
if either first or second is empty. The penalty 
is a greatly increased chance of a sharply hit 
ground ball going through the infield for a single. 

OUTFIELD POSmONS 

There are two outfield positions available: 
1) normal and 2) shallow. 

Normal Outfield (NO) is used in the vast 
majority of defensive situations. It is automat¬ 
ically selected at the start of each half-inning. 

Shallow Outfield (SO) typically is used 
only with a very weak hitter (such as a pitcher) 
at bat, or with the winning run on third in the 
last half of the last inning and less than 2 outs. 
In this latter case, you are trying to stop the 
short fly ball from falling in for a hit, and giving 
up on long fly balls which would probably be a 
sacrifice fly anyway. 

HOLDING BASE RUNNERS 

There are three different methods your 
team can use to hold runners on base - normal, 
loose or tight. 

Hold Runners Normal (HN) is the standard 
method, and the one that is in effect at the start 
of each half-inning. 

Hold Runners Loose (HL) is where your 
infielders will essentially play where they would 
be playing if the bases were empty, not trying 
to keep base runners close to their bases. This 
tactic is often employed with bases loaded, 
with slow runners on first or second, or with a 
substantial lead. 

Hold Runners Tight (HT) involves having 
the firstbaseman stay on the bag with a runner 
on first, and the pitcher throw over often to 
keep the runner from getting too big a lead. 


Other fielders also will play closer to their bases 
when there is a runner present. Pitch outs are 
assumed to occur on occasion, making it 
more difficult for a runner to steal, but also 
reducing the pitcher’s effectiveness against 
the batter. Pick-offs also are more likely, as is 
the probability of throwing the ball away on a 
pick-off attempt. The HT tactic typically is 
employed when there is a good runner on first 
in a close game, a sacrifice bunt is anticipated, 
or the tying or winning run is on second base 
in the late innings. 

PITCHING CHANGES AND 
STATUS CHECKS 

Proper management of pitching resources 
is one of the primary keys to success for a base¬ 
ball manager. Youhave the opportunity in 
COMPUTER BASEBALL to make many of the 
same pitching decisions faced by Major League 
managers. The two commands which are 
used to control the use of pitchers are Bull Pen 
Change (BP) and Visit the Mound (VM). 

Bull Pen Change (BP) allows you to place 
one or two pitchers in the bull pen to warm up, 
bring a new pitcher into the game, or have a 
pitcher stop warming up. Relief pitchers will 
not be fully effective until they have been 
warming up or pitching while at least three bat¬ 
ters have come to bat. The actual time needed 
to get ready varies for each pitcher according 
to the number of relief appearances and the 
average number of innings pitched per game; 
pitchers with many relief appearances and few 
innings pitched per game will warm up fastest. 
A visit to the mound, a change of pitchers and 
the break between innings each count as the 
equivalent of one batter for warm-up purposes. 
A pitcher who has previously warmed up dur¬ 
ing a game will warm up one batter faster. A 
pitcher who is fully warmed up will have a ‘ +’ 
in front of his name on the display. Keep in 
mind that extra time spent warming up in the 
bull pen causes a pitcher to tire sooner when 
he enters the game. 

The BP command is also available to the 
offensive manager, with the added feature of 
his being able to determine how tired his pitch¬ 
er is. On defense, this information can only be 
obtained through a visit to the mound, which 
is described next. 

Visit the Mound (VM) is a defensive 
manager’s option which has two possible 
purposes: to find out how tired his pitcher is, 
and to give his relief pitcher extra time to warm 
up. The manager will be told that his pitcher is 
either OK, tiring, or tired. The length of time a 


4 




pitcher can pitch before tiring is a function of 
the average number of innings pitched per 
game, and whether he is a starter or reliever. 
Pitchers steadily lose effectiveness while they 
are tiring, until they are able to be hit fairly easily 
when their status is shown as tired. Note that 
you only have one free visit to the mound per 
pitcher per inning; on the second visit you 
must change pitchers. 

DEFENSIVE SUBSTITUTION 

Change Players (CP) is the command 
which will permit you to insert new players into 
the defensive line-up, or change defensive 
players’ positions. You will be shown the cur¬ 
rent line-up and then asked whether you are 
making, a substitution or a position change. If 
making a substitution, the roster of available 
players will be presented to help in making 
your selection. 

SAVING A GAME (PART II) 

Save Game (SG) permits you to save the 
current status of a game so that it can be con¬ 
tinued later. Apple and Commodore users 
may save a game at the start of every half 
inning, before a pitch is thrown. Atari users 
may save a game only at the top of an inning. 
A separate disk must be used to save the data. 
See SAVING A GAME (PART I) on page 2. 

PITCHING TO THE BATTER 

The defensive action phase is terminated 
by any of the following three methods of pitch¬ 
ing to the batter: pitch, pitch around, or inten¬ 
tional walk. 

Pitch is the standard command for the 
defense to use to pitch to the batter. This 
command can be selected simply by pressing 
‘RETURN’. (APPLE only: In the paddle mode 
of play, the command is P.) 

Pitch Around (PA) is employed when you 
don’t want to give a batter anything good to hit 
The effect is to significantly increase the prob¬ 
ability of walking the batter, while decreasing 
the likelihood of an extra-base hit. 

Intentional Walk (IW) is used to deliber¬ 
ately send the batter to first base by pitching 
four straight balls. 

OFFENSE ACTIONS 

There are three types of unique actions 
available to the offensive team’s manager, and 
two commands — Save Game (SG) and Bull 
Pen Change (BP) — which are available to both 
offense and defense. The SG and BP com¬ 
mands are described in the DEFENSE ACTIONS 


section. The three offense command categories 
are: 1) selecting a base running strategy, 2) put¬ 
ting in a pinch hitter, and 3) choosing how you 
want the batter to hit the ball (hit away, hit and 
run, or bunt). Play will begin only when one of 
these hitting methods is selected, or when a 
stolen base is attempted. 

BASE RUNNING 

Base running strategies available to the 
offense are: normal, aggressive, and conser¬ 
vative. The offense may also order stolen bases 
to be attempted directly. 

Run Normally (RN) is the standard base 
running option, and is automatically in effect 
at the start of each half-inning. Under this base 
running strategy, a steal of second occasionally 
will be attempted on their own by runners with 
a running rating of 7 or above. Advancing an 
extra base on a hit also will be attempted, but 
not very often, and only when there is a better 
than even chance of success. 

Run Aggressively (RA) results in base run¬ 
ners taking more chances when running the 
bases. This strategy often is selected with 2 outs 
and a weak hitter on deck, or when tied or one 
run down late in a game. Runners with a run¬ 
ning rating of 5 or greater may attempt to steal 
second on their own, with 8 or 9 rating runners 
stealing on their own about half of the time. All 
runners will be more aggressive about attempt¬ 
ing to take an extra base on hits, or tagging up 
and trying to score on fly balls to the outfield. 

Run Conservatively (RC) causes base 
runners to not take chances unless there is a 
very high probability of success. No base run¬ 
ners will attempt steals on their own. This strat¬ 
egy usually is chosen when you are several 
runs behind, and don’t want to lose a big rally 
by having a base runner thrown out trying to 
steal or take an extra base. 

Steal (ST) is used to have one or more 
base runners attempt to steal a base. With 
runners on first and third, a double steal will be 
attempted if the aggressive base running strat¬ 
egy is in effect. All other steal situations with 
more than one runner on base are automati¬ 
cally double or triple steals. Even though a steal 
is ordered, it is possible, particularly for runners 
with low running ratings, that the runner will 
not be able to get a jump on the pitcher, and 
the batter will hit away. As noted earlier, at¬ 
tempts to steal second base also can occur on 
the runner’s own initiative. Steals of home have 
a very low probability of success, and should 
only be attempted by a runner with a very high 
running rating. 


5 


PINCH HITTERS AND 
PINCH RUNNERS 

Pinch Hitter (PH) gives you the option of 
having one of your players on the bench replace 
the scheduled batter. You will be shown the 
roster of available reserves, including pitchers, 
from which to select your pinch hitter. If you 
pinch hit for your pitcher, you will automatically 
be given a Bull Pen Change command at the 
completion of the half-inning, so that you can 
enter a new pitcher. You will be given the op¬ 
portunity to leave a pinch hitter in the game, 
and by doing so it is possible to make a multiple 
substitution. The defensive manager gets an¬ 
other command entry opportunity following 
the naming of a pinch hitter or a pinch runner. 

Pinch Runner (PR) is used to have some¬ 
one on the bench replace one of your base 
runners. You will be shown the list of available 
players and the name and running rating of 
each base runner, then asked to name the pinch 
runner and which base he is going to (if more 
than one runner is on base). Pitchers cannot 
be used as pinch runners. As with pinch-hitting, 
you will be given an opportunity to leave the 
pinch runner in the game. 

HIT, HIT AND RUN, AND BUNT 

Any of the following three commands will 
cause the ball to be put in play, thus ending the 
offense decision phase. 

Hit is the usual method of ending the of¬ 
fense action selection phase. It can be selected 
by simply pressing ‘RETURN’. (APPLE only: In 
the paddle mode of play, the command is H.) 

Hit and Run (HR) may be employed with 
a runner on first or runners on first and third. 
The runner attempts to steal second, while the 
batter tries to hit the ball through the hole left 
by the fielder who is covering second on the 
steal. It can be effective at breaking up ground 
ball double plays, but the runner may be dou¬ 
bled off on a line drive. The batter also can 
swing and miss, in which case the play is treat¬ 
ed as a normal steal attempt. 

Bunt (BU) is a command which can be 
given for a sacrifice or squeeze play attempt, 
or to try for a base hit. A bunt with the bases 
empty is always considered to be a bunt for a 
base hit, as is a bunt with a runner on second, 
third, or second and third, if conservative base 
running is in effect. A bunt with a runner on 
third and normal base running will result in a 
“safety” squeeze, but will be a “suicide” squeeze 
if used with aggressive base running. Bunts 
with runners on first, or first and second, are 


always considered sacrifice attempts. A bunt 
has the greatest chance of success with the in¬ 
field back in its normal position, and least effec¬ 
tive with infielders playing in. Each batter’s 
bunting ability is calculated from his running 
rating, batting average, and percentage of sin¬ 
gles. One possible outcome of a bunt attempt 
is that the batter is initially unsuccessful and 
now has two strikes on him. In this case, you 
will be given the opportunity to continue the 
bunt attempt, or to change and have the batter 
hit away (in either case the batter has an 
increased probability of striking out). 

ACTIONS COMMON TO 
OFFENSE AND DEFENSE 

The offensive manager also may select 
the Save Game (SG) and Bull Pen Change (BP) 
commands which are described in the previous 
section on DEFENSE ACTIONS. 

SOLITAIRE PLAY 

If you are in need of an opponent and no 
one is around, Casey, the computer baseball 
manager, will be glad to take you on. Simply 
select option 1 on the Start-Up menu, and 
Casey will be called on to make the managerial 
decisions for whichever team you indicate. Of 
course, as experienced table-top gamers are 
aware, it also is possible to play a game while 
making the decisions for both teams yourself. 

Casey will select a starting line-up of his 
own, or you can enter one for him, if you prefer. 
It is also possible to indicate players which are 
not available due to injury or other reasons. 
During the play of the game, Casey’s decisions 
will be indicated on the field display or in the 
text region below the display, whenever they 
would normally be known to an opponent. 

INJURIES AND 
PLAYER EJECTIONS 

It is possible for a player to be injured and 
forced to leave a game. The computer will spec¬ 
ify the player injured. For those playing a mul¬ 
tiple game series or a season, the computer 
will give the number of games the player must 
sit out before being available for use. Players 
must keep track of multiple game injuries 
themselves (i.e., the computer will not keep 
track of injuries from game to game). It is also 
possible for a player to be ejected from a game 
for arguing with the umpire. If a player is forced 
out of a game by either injury or ejection, the 
computer will ask for a substitute player. 


6 


ENTERING AND 
REVISING TEAM DATA 

Twenty-eight Major League teams, oppo¬ 
nents in 14 of the classic World Series encoun¬ 
ters of the past, are provided on the COMPUTER 
BASEBALL game disk. A disk containing all of 
the Major League teams from the most recent 
season will be available by mail from SSI, within 
6 months after the baseball season ends 

Option 3 on the Start-Up menu provides 
the option of entering and saving player data 
for any team — from Little League to an All- 
Time All-Star Major League squad. Option 4 
allows you to review and revise the entries for 
an existing team. This feature permits the cor¬ 
rection of erroneous entries, the trading of 
players, or the modification of actual player 
statistics to explore “What if?" possibilities. 
Team data files generated by using options 3 
or 4 must be stored on a separate disk. See 
SAVING A GAME (PART I) for instructions on 
preparing the disk. Team names consist of a 
nickname (APPLE or COMMODORE 64: 
maximum of 10 letters. ATARI: maximum 
of 8 letters) and a modifier (APPLE or COM¬ 
MODORE 64: maximum of 5 letters; ATARI: 
maximum of 2 letters) such as the year, 
separated by a dash ('-’). Therefore, the 
symbol may not be used in either the nick¬ 
name or the modifier. 

When entering data for a new team, you 
will be prompted for each data entry required. 
For pitchers, this data consists of: wins, losses, 
games, games started, complete games, in¬ 
nings pitched, hits against, walks, strikeouts, 
earned run average, fielding rating, batting 
rating, and whether he throws right or left 
handed. Procedures for estimating the fielding 
and batting ratings are discussed in the follow¬ 
ing sections. The maximum number of pitchers 
on a team is 10. 

Data required for each batter is: games, at 
bats, hits, doubles, triples, home runs, runs, 
SBI’s, walks, strikeouts, stolen bases, batting 
stance (right, left or switch hitter), and position- 
fielding rating combinations for up to four dif¬ 
ferent positions. Outfielders may be rated 
either at one or more specific positions, or be 
given a general'OF’ rating. An OF rating applies 
only when playing LF or RF; it will be reduced 
by 2 if the player is used in CF. The maximum 
number of non-pitchers on a team is 15. 

NOTE: A player’s first or last name has a 
maximum of 12 characters (APPLE or ATARI) 
or 10 characters (COMMODORE 64). 


FIELDING RATING 

Each player is assigned a fielding rating 
(FR) for each position he plays, up to a maxi¬ 
mum of four positions. Values for FR range from 
1 (worst) to 9 (best), and indicate a fielder’s 
approximate overall fielding ability at a given 
position. Fielding ratings are based primarily 
on fielding percentage, but also should take 
into account other factors, such as throwing 
arm for an outfielder or catcher, or range for an 
infielder. In general, a 5 rating is average for a 
Major League player, a 9 signifies a Golden 
Glove winner, and a 1 rating applies to some¬ 
one who has not played that particular position 
very often or very well. A fielder used at a posi¬ 
tion for which he does not have a rating will be 
assigned a rating of 1. 

The following formulas may be used to 
obtain an approximate FR value based solely 
on fielding percentage. Remember that fielding 
percentages can be deceiving indicators for 
players who did not play very many games at a 
position, so don’t give a 9 rating just because 
someone happened to play one or two games 
at a position without an error. 


FR 

Pitcher 

Catcher 

Firstbaseman 

1 

.000-.869 

.000-.955 

.000-970 

2 

.870-894 

.956-.964 

.971-.976 

3 

.895-.909 

.965-.971 

.977-.980 

4 

.910-.924 

.972-.976 

.981-.984 

5 

.925-.939 

.977-.981 

.985-.987 

6 

.940-.954 

.982-.986 

.988-.990 

7 

.955-.969 

.987-.991 

.991-.993 

8 

.970-.984 

.992-.995 

.994-.996 

9 

.985-.999 

.996-.999 

.997-.999 


FR 

2B 

3B, SS 

Outfielder 

1 

.000-.925 

.000-.917 

.000-.935 

2 

.926-.935 

.918-.927 

.936-.943 

3 

.936-.945 

.928-.937 

.944-.951 

4 

.946-.955 

.938-.947 

.952-.959 

5 

.956-.963 

.948-.957 

.960-.967 

6 

.964-.971 

.956-.963 

.968-.975 

7 

.972-.979 

.964-.971 

.976-.983 

8 

.980-.987 

.972-.979 

.984-.991 

9 

.988-.999 

.980-.999 

.992-.999 


PITCHERS BATTING RATING 

The approximate batting ability of pitchers 
is represented by the Pitchers Batting Rating 
(PBR), which, like FR, is a number from 1 to 9. 
This number is related most closely to batting 
average, but also reflects increased power with 
increasing values of PBR. A formula which can 


7 








be used to estimate PBR is:' 

PBR = { 1 + 30 ★ BA} 

where BA is batting average and j } indicates 
reduction of the result to an integer. Since the 
maximum PBR value is 9, pitchers hitting .300 
or above will all have a PBR value of 9. You 
might consider adding 1 to a PBR rating for 
pitchers with more than one-third of their hits 
for extra bases. 

RUNNING RATING 

A running rating value of 1 to 9 is comput¬ 
ed for each player by the program. This rating 
is based primarily on the ratio of stolen bases 
to times on base from a single or a walk. The 
player’s primary defensive position is also 
considered in the computation. A rating of 9 
represents a runner with a high percentage of 
stolen bases per opportunity, while a 1 rating 
is normally assigned to a catcher with no steals 
or a weak-hitting pitcher. 

MODEL DESIGN 

COMPUTER BASEBALL is a sophisticated 
probabilistic simulation of the game of base¬ 
ball. Each aspect of the possible interactions 
that can occur on a baseball diamond is mod¬ 
elled by formulas relating the probability of 
various outcomes to the performance records 
of the players involved. The principal interaction 
is between the pitcher and the batter, and this 
is the most elaborate of the individual models. 
The two components of the pitcher-batter inter¬ 
action are termed Pitcher Effectiveness and 
Batter Effectiveness, and these are discussed 
briefly in the following sections. 

PITCHER EFFECTIVENESS 

Pitching plays the dominant role in deter¬ 
mining the outcome of the pitcher-batter inter¬ 
action, just as it does in actual baseball. The 
fundamental effectiveness of a pitcher is based 
on the ratio of hits against to the approximate 
number of batters faced (hits plus walks plus 
outs). A pitcher’s ERA number of wins and 
winning percentage also influence total pitcher 
effectiveness, particularly with runners on base. 
Walk and wild pitch probabilities are based 
on the average number of walks per innings 
pitched, while strikeout probabilities are direct¬ 
ly related to strikeouts per inning. 

Simulation of how soon a pitcher will begin 
tiring is based on a starting pitcher’s ratio of 
complete games to games started, and the 
average number of innings pitched per appear¬ 
ance for both starters and relievers. A random 


factor is included also, so that a pitcher will tire 
earlier in some games and later in others. If the 
"days since last pitched" option is used, the 
formulas used for determining if a pitcher is 
fully rested are: 

DR = { 1 + SQR (3 ★ IP/4)) (Starters) 

DR = { SQR (4'ATP) - 2 )) (Relievers) 

where DR is number of days rest needed, IP is 
number of innings pitched, and SQR stands 
for square root. 

BATTER EFFECTIVENESS 

Each batter’s effectiveness is derived from 
the ratios of the number of hits, home runs, 
walks, etc., to the number of times at bat. The 
effects of batting against right-handed or left- 
handed pitchers is another important factor; 
batters do better when batting against a pitcher 
who throws opposite to the way they bat. The 
ratio of RBI’s to total at bats is considered 
when runners are in scoring position, so that 
batters who drive in a high percentage of runs 
are more effective in these situations. A batter’s 
running rating is used in determining such 
things as the likelihood of grounding into a 
double play. 

EFFECTS OF MANAGERS’ 
DECISIONS 

A fundamental consideration in the design 
of COMPUTER BASEBALL was to permit each 
team’s manager to become involved as much 
as possible in determining the outcome of the 
game through the decisions he makes. The 
equations used to compute the outcome prob¬ 
abilities of almost every play make extensive 
use of the various items which are under the 
manager’s control, such as infield position and 
base-running aggressiveness. The game will 
also play reasonably well (though not as real¬ 
istically) if the base running, hold runners or 
infield position manager’s options are not used. 

DESIGNER’S NOTES 

The development of COMPUTER BASE¬ 
BALL involved a continuing battle between the 
desire for more realism, more options and 
more unusual outcomes on the one hand, and 
the limitations of available computer memory 
on the other. There were many things that we 
would like to have included, such as the effects 
of different ball parks, or the inclusion of more 
data on each player, but the practical limita¬ 
tions of computer memory size intervened. As 
it currently exists, the program is segmented 
into three parts, each of which almost fills the 


8 


available memory space when running. 

One of the big advantages of a computer- 
based baseball strategy game over table-top 
board games is the number of different factors 
that can be considered in determining each 
outcome on the field. The effects of as many 
separate factors as possible were included in 
computing the probabilities for the results of 
each play Some of these have been mentioned 
in the descriptions of the offense and defense 
actions, and in the section on MODEL DESIGN, 
but many more interaction effects are included 
in the game design than are mentioned in this 
rules manual. The whole intent of the game 
design has been to create a game which plays 
as much like real baseball as possible, yet is 
entertaining and fun to play on a computer. 
The use of the animated graphics of each play 
on the field is a compromise between providing 


information about what is happening on the 
field in an entertaining way, without using up 
too much computer time or memory. 

The selection of the teams to include with 
the game was a difficult decision. The solution 
arrived at was to include a set of famous World 
Series teams from the past with the standard 
game, and then provide by mail a new team 
disk with the teams from the most recent Major 
League season each year. This way, no one will 
buy a game with “out-of-date” teams. If you 
don’t want to buy a separate team data disk, 
you can always enter data for the current year’s 
teams yourself. 

Designing COMPUTER BASEBALL was a 
lot of fun, and play testing it was even more so. 
We hope you get as much enjoyment from 
playing it as we had in developing it. 



CREDITS 

Game Design & Programming 

Charles Merrow & Jack T. Avery 

Commodore Version Programming 

Roy Wagner 

Game Development 

Joel Billings 

Customized Disk Operating System 

Roland Gustafsson 

Play Testers 

Trip Hawkins, Frank Pellegrini & Rick Spinelli 

Art & Graphic Design 

Louis Hsu Saekow, Kathryn Lee & James C Sommerville 

Typesetting 

Abra Type 

Printing 

A&a Printers and Lithographers 


9 






If you have any questions or problems regarding the program or game, please send 
a self-addressed, stamped envelope with your question to: STRATEGIC SIMULATIONS 
INC, 883 Stierlin Road, Building A-200, Mountain View, CA 94043-1983. 

Or call our Hotline Number: (415) 964-1200 every weekday, 9 to 5 (P.S.T.).